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Dwergi

18
Posts
2
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A member registered Sep 04, 2018 · View creator page →

Creator of

Recent community posts

Crashes during round 7. =(

But awesome game, hope you expand on it and release it.

Could have used checkpoints before tricky obstacles like the floating platforms.

Cool vibe though.

Cool aesthetic, chill music. Quest locations were a bit odd, sometimes I found the thing I needed before I knew I needed it.

Nicely done!

Obviously understandable. =)

The intent was to grade the routes that you set, have different customers that want different types of routes, and so on.

But I bit off way more than I could chew in this timeframe.

Excellent aesthetics, excellent mechanics!

Just amazing. Explores the concept almost entirely fully.

Cool idea.

Concept could use a little more exploration and refinement. Maybe some walls can't be traversed at any scale?

Cool idea, though the ability to erase placed tiles before the round starts would be helpful. (RMB?)

Didn't realize cars could go backwards initially so my solutions were awful.

Score upwards of 2000 before the store broke.

Very fun once the effects start chaining together, could probably accelerate the resolution of those effects a bit (like Balatro), because I felt like I broke it at times by placing dice while effects were still chaining.

Anyway, excellent, thanks!

Could have used more tutorialization, and dunno if there's RNG on the objects or not. Felt like I wasn't getting things I wanted/needed. Also those things weren't explained - what's a booster, jump orb, gravity orb do? Also the scaling mechanic kind of felt like it was just charging up your jump.

But it was really pretty and sounded great!

Oh, crap, I'm sorry, I should have bundled the OpenAL DLL. 

Most commercial games just install it, but it's possible to do it manually as well: https://www.openal.org/downloads/

Thanks for trying though.

Good fun. VVVVVV vibes.

Interesting, but the control system made this very hard. It felt sort of redundant to obfuscate both direction (with the perspective) and the controls with the clicking.

Clever, but feels like you're spending a lot of time on the map screen instead of doing the Metroidvania thing of exploring.

I don't know if this is intentionally super fast or it's just missing a tick rate or something, but it feels like you're totally out of control all the time. 

Also not sure how throwing the shield isn't a weapon.

Hard to figure out what you're meant to be doing with some of the pieces or what's interactible in ghost mode.

Castle requires feedback on progress, currently it's just "some large amount of health".

Interesting, but a bit lacking in terms of level variety.